Hi,
Just curious what you cleric pros use as your daily abilities when in groups?
I've been using hallowed ground and Flame strike. One support(power and defense boost) and one offensive ability. I was thinking of putting in Guardian Angel instead of flame strike, but having a pure heal and a support...doesn't make much sense to me. Id probably use guardian angel most of the time then.
yep Hallowed Ground all the way with paragon points put into Moontouched, no need for anything else. I slot Flamestrike also for clearing trash up to the boss.
Qutti'Debachi - Cleric <Rarely Sober> - Beholder
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
Hallowed Ground, once you get moontouched it outshines pretty much every other daily since it heals 1~5% of everybody's Max HP every 3 seconds. Can't say I've tested it's duration/number of ticks but if it is 18 seconds that's around 5~7 ticks (depending on exactly how it works) which is between 25~35% of Max HP with 5 points in moontouched... very very overpowered.
If you were to go down a different route for feats then perhaps one of the others maybe preferable but I see most people go down that specific route for a few reasons. A 4th pip for Divine is very helpful.
I like to stack divine sheild with AS for an invincible group. Plus if you use DS when party members are at 50% it will add so much temp hps they get topped off like an emergency heal then grant lots of defence that stacks with AS. HG is good as well but I find DS more useful for my tank cleric play style and build
Hi,
Just curious what you cleric pros use as your daily abilities when in groups?
I've been using hallowed ground and Flame strike. One support(power and defense boost) and one offensive ability. I was thinking of putting in Guardian Angel instead of flame strike, but having a pure heal and a support...doesn't make much sense to me. Id probably use guardian angel most of the time then.
Thoughts on daily abilities?
I thought I'd just point out that I personally didn't use HG until I had the points into it for the heal, if you are pure heals it might be better for you to use the heal/damage one from early on in the tree, that's what I did while leveling with my husband who rolled a trickster.
It only seems overpowered because so few of our powers are useful.
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yargnitMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
I've always been a big Hallowed Ground proponent myself, but yesterday a couple people I run with were saying they prefer the huge temp HP from Divine Armor so I re-specced to that. Unfortunately temp HP isn't a parse-able stat so I can't really say exactly how the two directly stack up in effectiveness overall.
I'd love to get other people's opinion/thoughts on this though.
Comments
<Rarely Sober> - Beholder
even more OP
plus if you have moontouched, it applies foresight when you have the talent active.
that's 46% damage reduction, assuming it stacks additively.
If you were to go down a different route for feats then perhaps one of the others maybe preferable but I see most people go down that specific route for a few reasons. A 4th pip for Divine is very helpful.
I don't believe it does stack in that fashion but I could be wrong; It does stack but I just don't think it stacks like that.
I thought I'd just point out that I personally didn't use HG until I had the points into it for the heal, if you are pure heals it might be better for you to use the heal/damage one from early on in the tree, that's what I did while leveling with my husband who rolled a trickster.
If something wasn't useful it wouldn't be overpowered, no?
It only seems overpowered because so few of our powers are useful.
I'd love to get other people's opinion/thoughts on this though.